
Samnell |

Hey Samnell, just wanted to double-check a couple things. Is Ari being a member of the Broken Ones okay or should I pick a different order? Also, I realize I may or may not have added a fictional brother for the former battle mage of Sundabar, so please let me know if I took too many liberties with that aspect of Ari's backstory. Thank you in advance for your answers!
Submissions are shaping up to be really good. I don't envy you when it comes time to decide, that's for sure.
Urethaunt can easily have a dead brother. It's not a problem at all. The monk order is also good.

Samnell |

Clarification of Third Party Permissions
So I screwed up. I realized late in writing the chargen that I hadn't included an alignment section and didn't look closely enough when I inserted it in. The intended reading was "I have third party permissions for you and you'll find them in the following two paragraphs." Which are these:
Dreamscarred Psionics is a-ok. Psionics is known as the Invisible Art. It’s rare but not so rare that a person reasonably educated in such things would be baffled by them. Psionics and magic are transparent to one another. To most unsophisticated people, psionics are threatening because they’re more subtle than magic...if they can tell the difference.
Dreamscarred’s Path of War is also a-ok because I loved that stuff in 3e. The various disciplines aren’t strongly associated with any particular set of cultural tropes, but rather answer to a multitude of flavors. If an Uthgardt barbarian uses a maneuver against you, he probably doesn’t think of it with some poetic name. He may understand it as invoking some kind of spirit, but could just as easily understand his tricks as just particular fighting moves he’s learned. By contrast, a dwarf may believe he channels Gorm Gulthyn or borrows from the might of earth elementals to become the rock that breaks the enemy’s charge. If an elf does some weird flippy floppy thing while singing, what else would you expect from elves? You can choose how your abilities are flavored.
That doesn't mean power word: no to everything else, but I do want a heads up and a chance to look things over before saying yes, as I did to that dragon racial class thingabob.
So...yeah. Sticking to it. The confusion and inconvenience is my fault and I'm sorry, but I doubt I'd be able to keep up with everything and anything third party well enough to grant blanket permissions that way.
Extra apology to Waskally, who because of my dumb mistake made a PC with a class that on consideration I'm not ok with. :( I was a careless dumbass. If you can (and want to) remake Thurvek without Godling, that's cool by me. If not, I'm really sorry for the trouble.

Rotolutundro |

Here is Vargdan's submission. I was a little unsure about the format, so I hope this is okay. I have a question about religion that I wrote at the bottom of the profile - if you prefer that I post it here, let me know.

Isaac Drossel |

Émile the Courser wrote:He's on the list. Will check the PM tomorrow. What's his alignment?@ Samnell
I've finished the fluff for the character and sent you a PM about certain things.
I knew I forgot something...
Hmm, probably going TN until proven otherwise. It depends on what kind of party he gets put in, really. If they are a bunch of do-gooders, I might play up his less than noble tendencies. If it is a bunch of pragmatic mercenaries, I'll play up a heart of gold.

Elion Talaviir |

So here is the crunch for the character. I still need to come up with the background. I'm not too familiar with FR, but I'll look up the things you have posted and see what I can come up with. I still need to make most of the purchases with this character. Also, I know you said magic is rare in FR, but I hope an Eldritch Archer Magus is ok. This character is more focused the martial side.
Is there a militia or something similar? I could see him being a member of that.

Samnell |

Curious,
Would you be willing to update the Elemental Archon PrC to PF standards?
I'm game. It looks like most of it doesn't really need work.
Updated Requirements: 5 ranks of Knowledge (nature), not 8.
Main weird thing is the mephit stuff. The mephits are more like familiars than animal companions, though they have combat ability early on. All in all I feel like they're probably closest to an improved familiar and the ability as written looks like it closely models that. They don't need Int, so they get some Str. Natural armor is in the familiar ballpark. (A little worse, but mephits come with some.) The HD bumps are a little weird for a familiar, but not too bad. I'm inclined to leave it as-is unless there's an issue I've missed.

Samnell |

Here is Vargdan's submission. I was a little unsure about the format, so I hope this is okay. I have a question about religion that I wrote at the bottom of the profile - if you prefer that I post it here, let me know.
I'll answer here because it might be something helpful for others.
The Uthgardt worship Uthgar through their totems, which are tribal, but he's still their patron deity. The main places it's different are for divine casters with domains and for flavor. Uthgardt worship includes a fair bit of revering honored ancestors too (the big ones get buried in the ancestor mounds) so it's all one neat package.
The hook asks PCs to be somehow beholden to the temple of Tyr & Torm, but you don't have to be a worshiper for that. You could just owe someone a favor or be impressed enough with the faith to want to do them a solid. Or you could have some other reason to want to go to Auvandell.
Either way, Helm's faith gets along very well with theirs. Helm is a much more particularistic this-must-be-protected deity of guardianship, vs. Torm's more general paladinny and Tyr's focus on justice. Usually they understand themselves as engaged in complementary aims.
In Sundabar, this works out so that Helm's teachings are oriented around Sundabar itself. The city must be protected, full stop. (Really it's the people in the city for most of them, but the people depend on the walls and the strong guardians, which ends up at the same place.) That's the ultimate, overriding concern and they're willing to occasionally cross lines to do it. (Hence Helm's faith is more LN than LG.)
Tyr and Torm care about that too, and like the Helmites believe that Sundabar's existence is a good in itself, but where Helm is mostly a preservationist they're more perfectionist. Tyr believes in a constantly improving mode of administration through laws as key to Sundabar's success. He's not for blind or absolute justice and they can be flexible. A Tyrran might not love that crime happens or that the law treats some differently than others, that may not be ideal but the desire to mend it should be balanced against the risk of bad consequences.
Tormtar are less comfortable with that balancing act, being much more an order of crusaders against evil itself. This naturally risks self-righteousness, so they are equally charged to seek out and destroy evil within their own souls. They appoint themselves scrutinizers of the lawkeepers as much as the lawbreakers. A Tormtar is the kind of person who would report all lawbreaking he saw to the local watch, but if the watch hauled the miscreants off and started beating them severely he would step right back in to put a stop to it. That can make ordinary believers a bit of a constant wagging finger, but they're supposed to be that for everyone rather than just act the part of the scold.
This tends toward a division of labor, albeit with many overlaps and exceptions. Helmites concern themselves more with protection of the city itself and so work with and within the local armed forces. They're not as concerned with the Stone Shields and domestic law enforcement. The Tyrrans are concerned with those things. Both may be found out patrolling the wilds, but probably not as often as the Tormtar. The Tormtar would be the first looked to for specific seek-and-destroy missions against evil, unless they required more moral flexibility. Then the Helmites would likely be called in. Tyrrans could any of that work (and do) but outside the walls would probably more often work as roving judges and enforcers of decrees. Of the three, Tormtar and then Tyrrans are more likely to involve themselves in projects to set up new settlements.

Samnell |

So here is the crunch for the character. I still need to come up with the background. I'm not too familiar with FR, but I'll look up the things you have posted and see what I can come up with. I still need to make most of the purchases with this character. Also, I know you said magic is rare in FR, but I hope an Eldritch Archer Magus is ok. This character is more focused the martial side.
Is there a militia or something similar? I could see him being a member of that.
There are several, in fact. In times of war, every able-bodied person is in the militia out of pure necessity. Sundabar also hires mercenaries to bolster its forces, usually on a seasonal basis. The faiths of Tyr, Torm, and Helm also maintain their own armed formations which coordinate and cooperate with Sundabar's forces.
Re: Magic...it's actually the other way around. I had a little written in a draft of the primers before I realized how sprawling I had gotten. Here it is:
Magic in the Realms
The Realms are full of magic in such variety and abundance that no one can ever learn it all or know its every secret. Everyone has heard stories of magic and most people in cities see the results of Art, if not its working, fairly regularly in the form of permanent magical light sources in the finer taverns, inns, and private homes. But the ordinary person has probably never felt the touch of an enchantment (the general term used for all spells and similar abilities) or held an enchanted item (likewise). Even those who know everburning torches or glowglobes in their daily life may take special care when handling them and at times insist upon non-magical lighting for fear of some mage knowing a secret way to hear or see what transpires within spell-light.
The Art (a name only its workers use with any regularity) is mysterious and dangerous as much as a source of awe and wonder. Folk will crush in to see a traveling magician, but prefer to keep their involvement at arm’s length. Politely asking (or pestering) a wizard to show some magic means asking for a show of simple spells for spectacle, not hoping that the magic is worked on them or for a demonstration of battlefield evocations or the conjury of creatures from the outer planes. Hiring a wizard (or for that matter a priest) to cast spells on one’s behalf is a privilege of the exceptionally rich.
The specific issue in the North, especially the remote parts, is a long human cultural memory of wicked and oppressive wizards. It goes back to the Sorcerer-Kings that the people of Sundabar fled and sees recurring expression in Illuskan history. They grow up with stories of evil wizards and their dark arts, many of them with some historical basis. The Witch-Queen of Stornanter may have been a real person who made spell-slaves of a city, but her evils may also have grown in the telling. It's hard to separate myth from reality.
The general attitude in Sundabar is less "burn the witch!" and more "this wizard is like a venomous snake and must be watched, but trifle not with it and it may strike at your foes instead of you." People never quite relaxed around Urethaunt, but if he wanted to cast some lights in the sky or produce some odd-colored smoke that was fine to watch and admire...though probably you shouldn't stare directly at the lights or breathe in the smoke, just in case.
Silverymoon, one of Sundabar's major trading partners, is much less traditional and has largely abandoned Illuskan suspicion in favor of general caution. It's one of the Realms' preeminent human centers of magical learning. So naturally Sundabarians who have never been there think everyone is a wizard and probably up to no good...but they have money and what are you going to do? Silverymoon is also full of southlanders (maybe half the population) who just don't know any better or are naturally soft and foolish.
For elves, completely different story. Magic is a wonderful, if often perilous, gift of the gods. It's an exalted thing that every educated elf of standing should have at least a general familiarity with. Humans, however, may not be mature or sophisticated enough to master magic properly. They also tend to be grasping of it, eager to steal what elves made for themselves and use it without understanding or care.

Samnell |

Ok ... I added a small backstory. Everything should be there now besides purchases. Let me know if there are any issues or anything that needs to be changed to fit the theme better.
Thanks.
I see he's a rebel. Worshiping a human god! The nerve! :)
Small thing: Silverymoon is majority human, though it has a pretty large (~30%) elven minority and is a generally elf-positive city. (Lots of trees, gardens, arts, etc.) It's traditionally been ruled by a wizard titled the High Mage. For the past hundred and twenty or so years, that's been a much-loved human woman named Alustriel. She doesn't look far into middle age and has many half-elven sons.
Doesn't mean it's not home to snooty elves, though. There's always room for snooty elves.

Rotolutundro |

The Uthgardt worship Uthgar through their totems, which are tribal, but he's still their patron deity. The main places it's different are for divine casters with domains and for flavor. Uthgardt worship includes a fair bit of revering honored ancestors too (the big ones get buried in the ancestor mounds) so it's all one neat package.
...Tyr and Torm care about that too, and like the Helmites believe that Sundabar's existence is a good in itself, but where Helm is mostly a preservationist they're more perfectionist. Tyr believes in a constantly improving mode of administration through laws as key to Sundabar's success. He's not for blind or absolute justice and they can be flexible. A Tyrran might not love that crime happens or that the law treats some differently than others, that may not be ideal but the desire to mend it should be balanced against the risk of bad consequences.
Tormtar are less comfortable with that balancing act, being much more an order of crusaders against evil itself.
Thanks! Helm's faith is a bit less how I envisioned it, and Tyr's more like how I envisioned Helm's, so the story hook works out well after all. :) I'll put down Uthgar as Vargdan's faith.

Slayde77 |
Elion Talaviir wrote:Ok ... I added a small backstory. Everything should be there now besides purchases. Let me know if there are any issues or anything that needs to be changed to fit the theme better.
Thanks.
I see he's a rebel. Worshiping a human god! The nerve! :)
Small thing: Silverymoon is majority human, though it has a pretty large (~30%) elven minority and is a generally elf-positive city. (Lots of trees, gardens, arts, etc.) It's traditionally been ruled by a wizard titled the High Mage. For the past hundred and twenty or so years, that's been a much-loved human woman named Alustriel. She doesn't look far into middle age and has many half-elven sons.
Doesn't mean it's not home to snooty elves, though. There's always room for snooty elves.
Would there be a nearby city that would make more sense that is largely elven?
Thanks

Monkeygod |

Thinking it over last night, I feel like the Elemental Archon should be more in line with the Dragon Disciple PrC, as it aims to turn you into an elemental. In fact, that's the capstone, you become an elemental, and it's kinda powerful.
If you're OK with this suggested course of action, I'll go ahead and post my more in-depth ideas later.

Bolkvar Stonebeam |

For elves, maybe the High Forest?
http://forgottenrealms.wikia.com/wiki/High_Forest
Really close to Sundabar.
http://media.wizards.com/2015/images/dnd/resources/Sword-Coast-Map_HighRes. jpg
52% elves. "Wood elves are growing in numbers and seek to reestablish the kingdom of Eaerlann."
"The Council of the Wood is a group of wood elf elders and moon elf nobles who share a common dream of raising a new Eaerlann, a dream that is slowly coming to fruition. Through the group's efforts the settlement of Tall Trees (the ancient site of the kingdom's capital) was built and the new settlements of Reitheillaethor and Nordahaeril were founded. The Caerilcarn also cooperated with the army of Evermeet during the fey'ri invasion lead by Sarya Dlardrageth, successfully massing an army of wood elves at the Lost Peaks and breaking Sarya's pursuing orcish forces. The Caerilcarn is headed by Morgwais, the Lady of the Wood, and is led by its spokesman Yrind Morninglight. [8]"
This may not be exactly the 'city' that you would be thinking of...but it is really close to Sundabar and they are elven settlements.

Isaac Drossel |

Silverymoon's about as good as it gets; the elf kingdoms are gone from the North. Those who remain are either doing the forest wanderer thing or living in communities dominated by humans.
Ah yes, the Forest Wanderer thing. The elf equivalent of taking a semester abroad, or backpacking through Europe

Samnell |

Thinking it over last night, I feel like the Elemental Archon should be more in line with the Dragon Disciple PrC, as it aims to turn you into an elemental. In fact, that's the capstone, you become an elemental, and it's kinda powerful.
If you're OK with this suggested course of action, I'll go ahead and post my more in-depth ideas later.
I'm open to that. The 3e PrC just turns you into an elemental, which could be wonky. (Always was with 3e polymorph and this is basically that.) But something a la PF Dragon Disciple that's modeled on the elemental body line of spells, like DD is on the form of the dragon line, sounds reasonable.

Samnell |

For elves, maybe the High Forest?
http://forgottenrealms.wikia.com/wiki/High_ForestReally close to Sundabar.
http://media.wizards.com/2015/images/dnd/resources/Sword-Coast-Map_HighRes. jpg52% elves. "Wood elves are growing in numbers and seek to reestablish the kingdom of Eaerlann."
"The Council of the Wood is a group of wood elf elders and moon elf nobles who share a common dream of raising a new Eaerlann, a dream that is slowly coming to fruition. Through the group's efforts the settlement of Tall Trees (the ancient site of the kingdom's capital) was built and the new settlements of Reitheillaethor and Nordahaeril were founded. The Caerilcarn also cooperated with the army of Evermeet during the fey'ri invasion lead by Sarya Dlardrageth, successfully massing an army of wood elves at the Lost Peaks and breaking Sarya's pursuing orcish forces. The Caerilcarn is headed by Morgwais, the Lady of the Wood, and is led by its spokesman Yrind Morninglight. [8]"
The fey'ri invasion and such are still in the future at this point, but there's a decent-sized mobile community of elves in the high forest and those two settlements are around. Reitheillaethor is the newer and less settled of the two, mostly huts and tends occupied by people who come and go often. They make some pottery for trade.
Nordahaeril is older and situated up in the trees, about thirty buildings connected by bridges, vines, and walkways and home to about a hundred elves. It's generally a bit more isolationist. The Caerilcarn is sort of their collective government and, notionally, of all the elves in the High Forest but it functions more like a council of elders than an everyday state.

Samnell |

Samnell wrote:Ah yes, the Forest Wanderer thing. The elf equivalent of taking a semester abroad, or backpacking through Europe
Silverymoon's about as good as it gets; the elf kingdoms are gone from the North. Those who remain are either doing the forest wanderer thing or living in communities dominated by humans.
"When I was seventy-five, I had a little too much elderberry wine and started 'experimenting' with a dwarf!"

Bolkvar Stonebeam |

Clan Stonebeam
-Unknown DR (Likely around -300DR): Clan Stonebeam migrated to Gauntlgrym. The cause for this migration is largely unknown, but clan records indicate that Clan Stonebeam led a largely migratory lifestyle before this, establishing mines and moving once they were tapped out.- 111 DR: Gauntlgrym falls to orcs. The survivors of Clan Stonebeam fled to Citadel Sundabar, where they resettled. They built the tower of Auvandell outside of the Citadel. Clan records state that a hero of their name slew a dragon there and built the hold. The Tower acted as a fortified way station for merchants, and as a warning for the Citadel. Some historians believe that the tower was already there, and that Clan Stonebeam merely built up a small settlement under its protection, and that the story of the dragon is merely one of aggrandizement. Of course, Clan Stonebeam vehemently denies this. The tower itself was lost as the Delzoun Empire continued to collapse, and Clan Stonebeam was forced to retreat to the safety of Citadel Sundabar.
141 DR: Gauntlgrym is resettled with the aid of humans. Clan Stonebeam prepared to leave Sundabar to help reconquer their lost homeland.
153 DR: Gauntlgrym falls before Clan Stonebeam even makes it back to their homeland. They return to Citadel Sundabar.
882 DR: Humans are allowed to settle on the surface of Sundabar. At an unknown year after this, the village of Auvandell was settled. Clan Stonebeam went back to what they considered 'their' home, using the area as their clan once did centuries ago.
Roughly 1000 DR: Auvandell (by then a human community) fell under the influence of a dark power of mysterious origin. Clan Stonebeam once again retreats to the safety of Citadel Sundabar.
Roughly 1075 DR: A band of adventurers, the Knights of the Silver Coursers, dispatched said evil seventy-five years past. All are now long gone, taken by the battle, orcs, and the press of winters.
1356 DR: Present year. Clan Stonebeam still resides in the safety of Sundabar, acting as stone masons and merchants. The Clan has close ties to the Temple of Helm. Besides for Clan Stonebeam laying the foundations for the human temple, they have long been suppliers for the priests within. When Auvandell fell, the Clan fell on hard times, and if it were not for the Helmites honoring their contracts (and in truth, being generous in the interpretation of them) the Clan might not have recovered. For this, many within the Clan still feel a sense of debt to the Temple of Helm, and have long looked for a way to repay it.
Some more backstory. Made a tie-in with the Temple of Helm, so that Bolkvar has even more of a reason to join the group. I also like, especially for dwarven characters, to have their family/clan history written out.
As a note, Bolkvar is a sorcerer. It is likely that the power in his veins comes from his clan mining in long lost Gauntlgrym. ("The dwarves found unusual veins of magical ore, but in their digging, they encountered the trapped Dawn Titan (fire primordial Maegera. After that disastrous encounter, the deep tunnels were closed.") His power likely comes from his ancestors having far too much contact with the veins of magical ore.

Samnell |

Quote:...Clan Stonebeam
-Unknown DR (Likely around -300DR): Clan Stonebeam migrated to Gauntlgrym. The cause for this migration is largely unknown, but clan records indicate that Clan Stonebeam led a largely migratory lifestyle before this, establishing mines and moving once they were tapped out.- 111 DR: Gauntlgrym falls to orcs. The survivors of Clan Stonebeam fled to Citadel Sundabar, where they resettled. They built the tower of Auvandell outside of the Citadel. Clan records state that a hero of their name slew a dragon there and built the hold. The Tower acted as a fortified way station for merchants, and as a warning for the Citadel. Some historians believe that the tower was already there, and that Clan Stonebeam merely built up a small settlement under its protection, and that the story of the dragon is merely one of aggrandizement. Of course, Clan Stonebeam vehemently denies this. The tower itself was lost as the Delzoun Empire continued to collapse, and Clan Stonebeam was forced to retreat to the safety of Citadel Sundabar.
141 DR: Gauntlgrym is resettled with the aid of humans. Clan Stonebeam prepared to leave Sundabar to help reconquer their lost homeland.
153 DR: Gauntlgrym falls before Clan Stonebeam even makes it back to their homeland. They return to Citadel Sundabar.
882 DR: Humans are allowed to settle on the surface of Sundabar. At an unknown year after this, the village of Auvandell was settled. Clan Stonebeam went back to what they considered 'their' home, using the area as their clan once did centuries ago.
Roughly 1000 DR: Auvandell (by then a human community) fell under the influence of a dark power of mysterious origin. Clan Stonebeam once again retreats to the safety of Citadel Sundabar.
Roughly 1075 DR: A band of adventurers, the Knights of the Silver Coursers, dispatched said evil seventy-five years past. All are now long gone, taken by the battle, orcs, and the press of winters.
1356 DR: Present year. Clan Stonebeam still resides in the
Cool. Could you slip this into your profile so I don't lose it?

TheWaskally |

With encouragement from others, here is Thurvek Noclan once more. This time as a cleric/bloodrager.

Samnell |

With encouragement from others, here is Thurvek Noclan once more. This time as a cleric/bloodrager.
You're on the roster. Thanks for the patience with me.

![]() |

The pair soon had friends and business partners aplenty, and in Brolvin’s case, a lovely bearded bride. Life and work continued on for a while, but after 20 years in Sundabar, a nearby tunnel collapsed while Roland was teaching Brolvin’s son, Tolgrid, how to read the stone. Roland acted quickly to move Tolgrid to safety, then rushed to the site of collapse to help rescue any dwarves stuck under the rubble. Unfortunately, the collapse had weakened the nearby structures, and a damaged support beam buckled and triggered another massive collapse, sealing Roland under many tons of stone.
After a week of excavation hadn’t managed to turn up any survivors, the rescue attempt was halted following concerns about the structural integrity of the surrounding tunnels. A few months ago, a new group of dwarves were digging through the old abandoned tunnels in order to create a large gathering hall, when they uncovered a strange perfectly spherical stone ball. Once they managed to haul out their find, the stone cracked and crumbled, revealing a very dirty and confused dwarf who quickly started shouting that there were others still trapped in the collapse and the rescue team needed to stop staring wide-eyed and get to work. Once things had calmed down, and several of Roland’s friends came to see him, now quite grey in the beard, that he began to understand what had happened.
Somehow, during the collapse, the stone had protected him, and kept him preserved until he was uncovered. What’s more, he now seemed to have a strange connection to the stone that surrounded him. He couldn’t seem to reproduce that strange sphere, but he found that if he called to the stone he could actually summon it to encase him like a suit of armor. What’s more, the stone that heeded his call was run through with strange metal veins that seemed to amplify and react to his thoughts, creating strange effects such as lifting heavy objects into the air and arcing lightning.
Roland thought to return to his life of constructing new tunnels, but the work seemed hollow without his older brother beside him. Brolvin had retired from such a taxing job, instead turning to crafting of fine gold jewelry while his wife focused on gemcutting. Their son had joined up with the Knights of the Silver Coursers decades ago, and had never returned from Auvandell. And so, when the opportunity presented itself to visit the village at the foot of Silverymoon Pass and perhaps find some closure for his brother, Roland was ready.
Male dwarf aegis 3/psion 3/gestalt 3 (Ultimate Psionics 28, 49)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp 42 (3d10+12)
Fort +7, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, form astral suit, fortification 25%; DR 2/—
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Offense
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Speed 25 ft., speed 1 ft.
Melee dagger +6 (1d4+3/19-20) or
. . mwk cold iron warhammer +7 (1d8+3/×3) or
. . (L) mwk earth breaker +7 (3d6+4/×3)
Special Attacks hatred, powerful build
Aegis Powers Known (power points 22, ML 3rd; concentration +9)
. . 0 (at will)—
Psion Powers Known (power points 22, ML 3rd; concentration +9)
. . 2nd—defy gravity, energy push (DC 15), energy stun (DC 15)
. . 1st—force screen, hammer, inevitable strike, mind thrust (DC 14)
. . 0 (at will)—detect psionics, empathy, far hand, float
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Statistics
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Str 17, Dex 12, Con 16, Int 16, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Fast Step, Power Attack, Power Channeller
Traits focused mind, grounded
Skills Acrobatics -2 (-6 to jump, +0 on balance-related checks), Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +2, Craft (crystal carving) +7, Craft (sculpture) +9, Craft (stonemasonry) +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (psionics) +7, Knowledge (religion) +7, Perception +1 (+3 to notice unusual stonework), Spellcraft +7, Swim +0, Use Magic Device +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Bothii, Dwarven, Illuskan, Orc, Terran
SQ astral juggernaut, astral repair, discipline (psychoportation [nomad]), hardy, invigorating suit, nomad's step, powerful build, push, ranged attack, reconfigure (1/day), stalwart, talents
Combat Gear oil of bless weapon, potion of cure light wounds (2), alchemist's fire (2), alkali flask[APG] (2), holy water (2), liquid ice[APG] (2); Other Gear astral half-plate, dagger (4), mwk cold iron warhammer, mwk earth breaker[UE], climber's kit, grappling hook, masterwork backpack[APG], masterwork sculpting tools, masterwork stonemasonry tools, silk rope (100 ft.), 177 gp
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Special Abilities
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Astral Juggernaut When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor
Astral Repair(2 HP) (Ps) Restore 2 HP to damaged object touched.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his
Fortification 25% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hardy The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhanc
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid no
Nomad's Step (Su) As a standard action, you may teleport 20 feet while maintaining psionic focus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Channeller You have learned how to channel your powers through your weaponry, allowing you to make melee attacks and channel offensive powers at the same time.
Benefit: You can channel a touch range power through a melee weapon. You can make a single
Powerful Build The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempt
Powerful Build Can function as one size larger where advantageous.
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Class Skills: Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Push The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from
Ranged Attack The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft. This attack can be used as part of a full attack, in
Reconfigure (1 customization points, 1/day) Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
Speed (1 feet) The aegis's base land speed is increased by 5 feet. This customization can be selected up to five times.
Its effects stack.
Stalwart As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.
The aegis must
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
--------------------
Take Toughened Suit and Quick Suit in the future.

Teiidae |

Say, if my character wanted to buy an inn, with a common area, kitchen and a secret cellar beneath the floor to house a shrine to various deities. How much am I looking at spending?
I wanted to know if I could own a business and have my character double it as a soup kitchen for some of sundabars downtrodden.

Isaac Drossel |

Say, if my character wanted to buy an inn, with a common area, kitchen and a secret cellar beneath the floor to house a shrine to various deities. How much am I looking at spending?
I wanted to know if I could own a business and have my character double it as a soup kitchen for some of sundabars downtrodden.
Here is what he told me on the subject:
Depends how cheap you want to be. A bar is 250 gp for the bare basics. That's basically storage space (not a lot of it), the bar itself, and a little bit of seating. Hole in the wall. If you want a more proper tavern, even if it's on the sleazy side of town, then it would be 300gp to add a common room. If you serve food too, that's a kitchen for 160. The rough part of town knocks 10% off these prices.

Samnell |

Say, if my character wanted to buy an inn, with a common area, kitchen and a secret cellar beneath the floor to house a shrine to various deities. How much am I looking at spending?
About 1,390 for a basic inn. (Common room, bar, lodgings, storage, stable). A basic shrine would be 270gp. Shrines may have magical effects beyond the basic blessings, but those would be extra and maintaining any kind of sacred wardings and so forth would have some ongoing costs and ritual requirements, but is doable. (Most "field" shrines meant for public use have such things, but they're less common for private facilities.) If your shrine is just like a personal chapel with icons and so forth, no need for the latter though it would probably be a good idea to keep it clean and righteous in the god or gods' eyes. They pay more attention when you send up the Bat-signal. :)
Prices go down by 10% if you put it in a bad part of town and up by much more if you want a prime location right by the busiest roads full of travelers. In Sundabar, that would be along the ring street surrounding the Master's Hall.
I wanted to know if I could own a business and have my character double it as a soup kitchen for some of sundabars downtrodden.
You could do that. The simplest way would be to task some of your income from the inn to charity. A tenth is usual, but giving more or less wouldn't necessarily raise many eyebrows or be seen as impious. Service-style tithes (like running the soup kitchen) are usually valued a bit more highly than pure coin, since most city temples do pretty well in cash already.

Madcaster |

All right, I think everything's ready. Here's my entry.
Saevel Alantar
Half-Elf
Humanoid (human, elf)
Male, CG, 5'10 (177 cm), 157 lbs (71 kg), 25 years
Deity - Tymora Faircoin
Gestalt - Stalker 3 // Soulknife 3
Init +7; Senses: Perception +8, Low-Light
Defense
AC: 19 =10 +4 armor, +4 dex, +1 dodge
Touch: 15 =10 +4 dex, +1 dodge
Flat-footed: 14 =10 +4 armor
HP: 36 (3d10+3*2)
CMD: 17 =10 +3(BAB) +4(Dex) +0(Str)
Fort: +4 =+1(class) +2(Con) +1(resistance)
Ref: +11 =+3(class) +4(Dex) +1(resistance) +3(insight)
Will: +7 =+3(class) +3(Wis) +1(resistance)
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects.
Offense
Speed: 30 ft.
CMB +3 =+3(BAB) +0(Str)
BAB: +3
Melee:
Standard:
+9 One-Handed Mind Blade +1 (1d8+5, 18-20/x2, S);
Full-attack:
+7/+7 Mind Daggers +1 (1d4+5/1d4+3, 18-20/x2, S)
Ranged:
Standard:
+9 One-Handed Mind Blade +1 (1d8+5, 18-20/x2, S, 15 ft);
+9 Mind Dagger +1 (1d4+5, 18-20/x2, S, 30 ft.)
Full-attack:
+7/+7 Mind Daggers +1 (1d4+5/1d4+3, 18-20/x2, S, 30 ft.)
Special Attacks:
Psychic strike +1d8 - charge as move action. May hold the charge as long as you likes without discharging. The charge is not wasted if an attack misses. Doesn't work on mindless creatures. Works on the immune to mind-affecting effects creatures.
Tactical Rush - 1/encounter move your speed as a swift action
Ki pool 4:
-Spend 1 ki to grant yourself +4 insight bonus to a single Perception or Sense Motive check as an immediate action.
Stalker Maneuvers Known/Readied* (8/6*):
Offensive Roll (Strike, TD, 1 lvl) - Move by an opponent and make a Acrobatics check against target’s AC, if successful, the target is flat-footed and the strike inflicts +1d6 points of damage.
*Swift Claws (Strike, TD, 1 lvl) - Attack a single target with two wielded weapons.
*Red Zephyr’s Strike (Strike, ST, 1 lvl) - Make a melee attack, then make an immediate 10-ft. movement.
*Disturbing Blow (Strike, VM, 1 lvl) - Make an attack against a target; successful strike inflicts a -4 penalty to the target’s next d20 roll.
*Fading Strike (Strike, VM, 2 lvl) - Teleport up to your movement speed to an opponent and make an attack.
*Clockwatcher (Counter, RH, 1 lvl) - You can act during a surprise round in which you would not normally be able to act.
Minute Hand (Boost, RH, 1 lvl) - You make an attack as a swift action with a –2 penalty.
*Steady Hand (Boost, SW, 1 lvl) - Increase the range on a ranged attacks by +30 ft.
Stalker Stances Known:
Outer Sphere Stance (TD) - When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.
Body of the Night (SS) - Add your ranks in Heal to your Stealth, bonus to attack against flat-footed foes.
Soulknife Powers Prepared (4 PP, ML 3, Powers 1, Max lvl 1):
1st: Synesthete
Statistics
Str 10
Dex 18 (16 +2 race)
Con 14
Int 12
Wis 16
Cha 8
Traits:
Psionic Knack (Soulknife) - +2 trait bonus to ML.
Unorthodox Method - Broken Blade -> Scarlet Throne
Feats:
1[character]: Weapon Focus (Mind Blade)
1[race]: Skill Focus (Acrobatics)
1[soulknife]: Two-Weapon Fighting
3[character]: Tactical Rush
Skills:
7/lvl =6(stalker) +1(Int)
+2(background)/lvl
21+6 total
13 Acrobatics* 3 +4(dex) +3(class) +3(skill focus)
7 Autohypnosis 1 +3(wis) +3(class)
4 Climb* 1 +0(str) +3(class)
8 Heal 2 +3(wis) +3(class)
3 Intimidate 1 -1(cha) +3(class)
6 Kn. (Local) 2 +1(int) +3(class)
5 Kn. (nature) 1 +1(int) +3(class)
5 Kn. (Religion) 1 +1(int) +3(class)
8 Sense Motive 2 +3(wis) +3(class)
11 Perception 3 +3(wis) +3(class) +2(race)
10 Stealth* 3 +4(dex) +3(class)
4 Swim* 1 +0(str) +3(class)
Background:
6 Craft (leather) 2 +1(int) +3(class)
6 Kn. (Geography) 2 +1(int) +3(class)
5 Kn. (History) 1 +1(int) +3(class)
5 Lore (Tymora Faircoin) 1 +1(int) +3(class)
*ACP -0
Languages: Illuskan, Elven, Dwarven
Racial features:
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class:
Stalker - (half-elven) gain 1/4 of a Stalker Art. Current - 3/4
Soulknife
Soulknife Features:
1 - Bonus feat, form mind blade, shape mind blade, throw mind blade, wild talent
2 - Blade skill
3 - Enhanced mind blade +1, psychic strike +1d8, Manifesting
Soulknife Blade Skills:
Mind Daggers
Stalker Features:
1 - Ki pool, deadly strike +1d6, stalker art
2 - Combat insight (defensive reflexes)
3 - Stalker art
Stalker Arts:
Critical Edge (Ex)
Killer’s Implements (Ex) - Mind Blade
Gear/Possessions
Mithral Chainshirt (AC+4, MDB+6, ACP-0, ASF 10%, 12,5 lbs.)
Alchemist’s fire (3 flasks) (1 lb. each)
Silver holy symbol of Tymora Faircoin (1 lb.)
Traveler’s Outfit (5 lbs.)
Light Riding Horse:
Fighter’s Kit (29 lbs.): This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Carrying Capacity: Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 17,5 lb.
Money: 205 GP
Description
Saevel was born in Sundabar in half-elven family. His father is a leatherworker and mother is a herbalist owning her store. Although now Saevel is an adventurer, until he came of age he spend many hours working with his wother on leather - he always liked how raw leather can change into a sturdy belt, bag or armor.
His adventuring career began his friend Vance suggested they go collect some plants for a local alchemist from a nearby cave. That's where they met a lone orc - probably strayed or scouting. Vance got serisously injured and that's when Saevel first somehow formed his mindblade. He scared the orc away and they quickly got back. Saevel began to train and see what he can do with that strange power of his, and after a while he started to sign up for a more serious jobs.
On one of those serious jobs a Cleric of Torm saved Saevel's life - a caravan guard job went south. They were light on guards that time, and orcs were a bit more in numbers than usual. They managed to protect the caravan and the goods, but not without deaths - poison is a nasty thing if untreated. Saevel was one of the lucky ones who lived long enough to get proper treatment in Sundabar. Since then Saevel did a couple of jobs for the church.
Saevel is a tall half-elf in his mid-twenties. He has green eyes and short blond hair. On his cheek, there is a scar from an unfortunate meeting with wolf's claws. He doesn't seem to carry any weapons.
Saevel prefers to speak his mind, even if sometimes it gets him in troubles. He can be somewhat protective of his friends, after that incident with Vance.

Isaac Drossel |

Madcaster wrote:All right, I think everything's ready. Here's my entry.
** spoiler omitted **...
You're on the list.
It's a not so little list these days. I don't think I've ever had more than a dozen or so subs. It's eighteen and counting here.
You kind of hit all the right buttons. Psionics, PoW, Gestalt, and a setting a lot of players are nostalgic for.

Samnell |

Samnell wrote:You kind of hit all the right buttons. Psionics, PoW, Gestalt, and a setting a lot of players are nostalgic for.Madcaster wrote:All right, I think everything's ready. Here's my entry.
** spoiler omitted **...
You're on the list.
It's a not so little list these days. I don't think I've ever had more than a dozen or so subs. It's eighteen and counting here.
So you're saying I minmaxed my own recruitment? I'll take it. :)

Bolkvar Stonebeam |

As we wait, just for fun...
25pt Buy
Idyllkin Aasimar (+2 Con, +2 Cha)
Str (7) Dex (7) Con (20) Int (9) Wis (10) Cha (20)
Traits:
- Fate's Favored
- River Rat (if it effects star knives)
Lunar Oracle / Virtuous Paladin
- Prophetic Armor (Cha replaces Dex for AC, Reflex and CMD)
- Charisma to all saves
- Cha replaces intelligence as prerequisite for combat feats
- Oracle (Cha based full Caster)
- Paladin (Full BaB, trade casting for swashbuckler deeds)
Feats:
Lvl 1: Scion of War (Cha replaces Dex for Initiative)
Lvl 3: Divine Fighting Technique Desna (Cha to hit and damage with star knives)
This comes out to being, in effect...
Str (20) Dex (20) Con (20) Int (9) Wis (10) Cha (20) +Cha all saves.
Sure...stuck with one star knife as a weapon. CMB suffers. Can't carry anything really. But if nothing else it makes for a good laugh.

Whiskey and a Bonesaw |

Once you're past Paladin 2, a dip into Bard would give you both Versatile Performance and Pagent of the Peacock.

Samnell |

Bolkvar Stonebeam wrote:Recruitment will end soon. Don't envy Samnell on making this choice.I kinda do; it's not ofter you see this many well-thought applications in one place. It's a really good problem to have.
It's unbearable, like people throwing large quantities of free money or the most delightful carnal amusements.

Monkeygod |

My weekend ended up being crazy awesome, but left me with zero time to write up my character.
I will *try* to get him done by tomorrow, but not sure I can make the deadline.
My build will be Sorcerer3(Efreet)Oracle3(Flame) and the intention is to replace the fallen mage, but again, I don't know if I can get my PC done in time.